Mods
1,024 files
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Nemo's Timely Departure
Despawns Nemo once you cleanse the grove.
DESCRIPTION
After returning to the Enclave from cleansing the grove, the Council gives you a mission to investigate the nearby ruins, telling you they already a Jedi to investigate and fear the worst since he hasn’t returned.
This Jedi turns out to be Nemo, but since the game doesn’t despawn Nemo from the courtyard until after this conversation, you’ll literally pass him on your way into the Enclave. Apparently the whole time they were awaiting his return he was standing outside reflecting on the beauty of nature, before suddenly remembering he was supposed to be doing something and sprinting over to the ruins.
This mod fixes the issue so Nemo will no longer be outside the Enclave once you have cleansed the grove.
INSTALLATION
Move the file from “to override” to your override folder.
UNINSTALLATION
Remove k_pdan_14a_area.ncs from your override folder.
COMPATIBILITY
Compatible the KOTOR 1 Community Patch, which this mod forwards the script changes from.
Not compatible with other mods that edit the script k_pdan_14a_area.ncs, though I’m not aware of any.
PERMISSIONS
You may use this mod however, but any redistribution or modification should include the source script, maintaining the comment headers and credit to K1CP.
CREDITS
offthegridmorty
JC, DarthParametric - K1CP source script for k_pdan_14a_area
45 downloads
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PFHC04
By Dark Hope
The mod replaces the PFHC04 model and textures.
To Install
1. Download: PFHC04
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
93 downloads
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Count Dooku's Lightsaber
By EwokKotor
A Massive thanks and credit for the hilt's source model, and the permission to use it in this mod goes to mrpanini.yt
Check out their original work at https://sketchfab.com/3d-models/count-dooku-lightsaber-c82238e050de49ab93e25276c3c83d20 and make sure to show them some love!
Also as always a big thanks to Crazy34 for making their lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods. I simply cannot play this game without the ambient lighting he innovated for sabers!
Check out their mod here: https://deadlystream.com/files/file/1855-new_lightsaber_blades_modders_res/
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This Mod adds Count Dooku's actual lightsaber emitter as seen in the movies! It contains a red and blue version as Dooku did use both over the years.
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To Install:
1: Drop the files from either or both folders (excluding upcrystals.2da) into your override folder.
2: If you already have an upcrystals.2da file in your override, simply add the last two rows of the included upcrystals.2da into your upcrystals.2da.
-If you don't already have an upcrystals.2da file in your override just copy the included one to your override.
To Uninstall:
Delete files from override.
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To use:
Enter the cheat menu (~) and type: giveitem g_w_lghtsbr43 or g_w_lghtsbr44.
OR Use KSE/ modules / scripting to add the lightsabers to the game.
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This mod should be compatible with any mod that doesn't already have custom entries for w_lghtsbr043 or w_lghtsbr044. Including:
Crazy34's new lighsaber blade model k1,
Marius Fett's Movie Style Replacement Lightsaber Hilts (K1),
and all of my other lightsaber mods.
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Permissions:
As far as I am concerned feel free to use this mod however you see fit! Just please make sure to give due credit!
6 downloads
(0 reviews)0 comments
Submitted
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PFHA03 DP
By Dark Hope
The mod replaces the PFHA03 model and textures.
Thanks to DarthParametric, without him this mod would not have seen the light of day.
To Install
1. Download: PFHA03
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
39 downloads
(0 reviews)0 comments
Updated
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Ahsoka Lightsabers TCW KotOR 1
By EwokKotor
This Mod adds Ahsoka's green lightsaber and two yellow-green shotos from TCW to KotOR 1.
Also includes a blue version.
The Hilts are Ahsoka's as seen in TCW.
The blade of the lightsaber I made very slightly shorter than standard lightsabers.
The blade length of the shoto models are two different lengths, one that is slightly shorter than standard short lightsaber blades, and one significantly shorter.
To Use:
Either Drop the included .ncs files into your override folder, this makes it so that when you receive your lightsaber crystal on Dantooine you will also receive two of each crystal (39 and 40).
OR Alternatively Enter the cheat menu (~) and type: giveitem g_w_lghtsbr39 or g_w_lghtsbr40 for the full sized saber. For the Shoto models type: giveitem g_w_shortsbr39 or g_w_shortsbr40.
OR Use KSE/ modules / scripting to add the lightsabers to the game.
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Installation:
1:Drop all files from folder except upcrystal.2da into override folder.
2:If you don't already have an upcrystal.2da file in your override drop the include one into override. If you do already have one add the last two rows from the included .2da to the one that is already in your override, and save it. (make sure to update the row numbers as needed!)
--Note that if you don't update the upcrystals.2da the new lightsabers will appear in game but won't be customizable at a workbench.
See ReadMe for more info.
Credit for source files:
A Very special Thanks and Credit for source hilt model goes to CtrlLight check out and support their work at
https://sketchfab.com/3d-models/ahsoka-tano-clone-wars-lightsabers-30e5e52a41a3412db07a0002d1f1e5d3
A Very special Thanks and Credit to Crazy34 for their "New_Lightsaber_Blades_Modder's_Res_v1" on which the blade for this mod is based! Credit goes to them as the models and textures used to make this mod come directly from their source material! A special thanks again to them for making these resources available to modders.
Check out their mod here: https://deadlystream.com/files/file/1855-new_lightsaber_blades_modders_res/
Also check out their full release of their mod here: https://deadlystream.com/files/file/1846-new_lightsaber_blade_model_k1/
11 downloads
(0 reviews)0 comments
Submitted
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HD Animated Computer Interface
By Narve
Just another interface for computer terminals. Animated (4 frames) texture, for 16x9 monitors.
How to install:
Unpack and copy all files to the Knights of the Old Republic's Override folder.
79 downloads
(0 reviews)0 comments
Submitted
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New portraits for PartyMembers
By Narve
Hello! This is my first time submitting a mod.
These are improved and unified portraits of the party members. I tried to stay within their canon images, while giving them high-quality images in a consistent style.
How to install:
Unpack and copy all files to the Knights of the Old Republic's Override folder.
30 downloads
(0 reviews)0 comments
Submitted
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Effixian's PFHA05 from K2 to K1
By Effix
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Knights of the Old Republic
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TITLE: Effixian's PFHA05 from K2 to K1
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam or Discord
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INSTALLATION
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Run the file "TSLPatcher - Install Effixian's PFHA05 from K2 to K1.exe".
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DESCRIPTION
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This mod adds a playable character PFHA05 from KotOR 2.
The head is very similar to K1's PFHA05, only the hair is different.
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KNOWN BUGS
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The head clips a bit through the hair in one spot.
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UNINSTALLING
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1. Remove the following files from your Override folder:
pfhax05.mdl
pfhax05.mdx
PFHAX05.tga
PFHAX05.txi
PFHAX05D.tga
PFHAX05D1.tga
PFHAX05D2.tga
PFHAX05D3.tga
po_PFHAX05.tga
po_PFHAX05d.tga
po_PFHAX05d1.tga
po_PFHAX05d2.tga
po_PFHAX05d3.tga
2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise:
If you haven't installed any mod after this mod you can get the following files from the mod's backup folder and put them back in your Override folder:
appearance.2da
heads.2da
portraits.2da
Doing this when you did add another mod would result in the later mod(s) no longer working.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
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Thanks to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- bead-v's MDLEdit
- JCarter426 & Kexikus for sharing their knowledge on converting things with MDLEdit
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
30 downloads
(0 reviews)0 comments
Submitted
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Krayt Dragon Armor
By dodrarikaan
Krayt Dragon Armor
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.KraytDragonArmor
This mod adds two new items to the Hunting Lodge store on Tatooine.
Krayt Dragon Armor is extremely expensive, and offers very strong defense.
Wraid Bone Wristguards offer minor defense.
Instructions
Use the TSLPatcher
Permissions
Use this mod however you want. Just make sure to credit me.
Compatibility
This mod uses TSLPatcher to modify Fazza Utral's inventory on Tatooine. Any mods that modify the same may not be compatible.
This mod adds item texture variations which may overlap with texture variations added by other mods
D5 Light Armor - Texture Variation 20
Forearm - Texture Variation 20
This mod is compatible with K1R and K1CP.
Special Thanks
Fred Tetra - Kotor Tool
Stoffe - TSLPatcher
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
12 downloads
(0 reviews)0 comments
Submitted
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Dexterity Adds Ranged Damage
By Atlas_Kotor
Description
In vanilla Knights of the Old Republic Strength adds damage with melee weapons but Dexterity adds no damage with ranged weapons, meaning that ranged weapons fall off very quickly and ranged weapon builds are very weak.
This mod patches swkotor.exe so that ranged weapons use your Dexterity modifier for bonus damage the same way melee uses Strength.
The change is engine-wide, so it applies to the player, party members, and all NPCs.
This was made by reverse engineering the game's code.
Installation instructions
Extract the prepatched swkotor.exe to your /swkotor/ folder and replace it
Use this mod however you want, you don't need any permissions from me.
54 downloads
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PFHA04 DP
By Dark Hope
The mod replaces the PFHA04 model and textures.
Thanks to DarthParametric, without him this mod would not have seen the light of day.
To Install
1. Download: PFHA04
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
75 downloads
- darthparametric
- dark hopa
- (and 1 more)
(0 reviews)0 comments
Updated
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K1 Modern Driver Compatibility Patch
By Synchro
Turn off grass.
For years that has been the first answer to almost any KOTOR problem, and it was good advice, because on a modern PC the grass really does tear itself across the sky.
This patch fixes that, and quite a lot else.
KOTOR decides how to light the world once, when it starts, choosing between two methods built for graphics cards of 2003. On most machines today neither is on offer, so the game quietly falls back to a path that was never finished: no proper lighting on walls and floors, no reflections on metal or armour, no fog, no soft shadows, and none of the screen effects. It still runs. It just looks wrong, and a lot of people have never seen it look right.
This rebuilds that lighting using something every modern card does support, and puts the game back on the paths the developers actually finished. The grass is one of them.
If you play on an NVIDIA card, the lighting has been working for you all along. Those drivers still carry register combiners, one of the two original methods, and it does the job properly. It is also an extension from 2001 that no other vendor implements, surviving on one company's willingness to keep shipping it. This moves every card onto a method that is still current, so there is one path everyone is exercising rather than one propped up by goodwill.
What you get back
Grass that stays on the ground Lighting on walls and floors, the baked lighting that makes interiors look lit rather than flat Reflections on metal, armour and polished surfaces Fog, in the places the game meant to have it Soft shadows, and the screen effects: bloom, blur, film grain, the distortion around force powers, and the colour wash on some cutscenes Bump lighting on creatures, which the game only ever drew on an NVIDIA card. The wet highlight in a Hutt's eyes is the easiest place to notice it. Requirements
KOTOR 1, version 1.0.3. GOG, Steam and the CD release all work. Install it with the KotOR Patch Manager. Your game files are not modified; the manager applies the patch while the game runs.
It replaces the separate cube map fix and soft shadows fix. Both are folded in, so disable those if you have them enabled in the patch manager.
If you are using the NeoCities modbuilds Kotor Patch Manager 0.7.0+ will accept your swkotor.exe.
In other cases where you'd like to avoid the patch manager, there is a second standalone version that installs without it. Some mods and tools change the executable itself, a widescreen patch being the common one.
You copy two files into your game folder and start the game however you like. On Linux it needs one extra setting, which the guide inside the download explains. New in 1.2.0, so it has had far less mileage than the managed install: use that one if it works for you.
Source, releases and issues: https://codeberg.org/Synchro/kotor-modern-driver-compatibility
Settings, if you ever need them
You do not need any of this to play. The first time you run it, a file called `K1DriverCompat.ini` appears next to `swkotor.exe` with every option listed, explained, and switched off. Open it and delete the `#` in front of anything you want to change.
The one worth knowing about is `look`, which chooses between the two ways cards of 2003 drew bright light. `look = nvidia` is the default and the calmer of the two. `look = ati` lets strong lights bleach out what they land on, the way a Radeon did. Neither is a bug, and neither is more correct than the other.
Replacement shaders
You can drop your own shader files into override/shaders/, you can create it if it isn't there. The patch will use shaders in there instead of the ones it generates, with no rebuilding and no tools. They are plain text in ARB fragment program assembly, which is what the patch compiles its own into.
It sits under override so a replacement can ship as an ordinary TSLPatcher mod rather than needing its own packaging, and in a subdirectory because these are not game resources. The game ignores them completely: it only looks in override for the file extensions it knows, and has no idea what an .arb file is. Reading them is this patch's job.
For more information on naming, shader inputs, and all of the mode types, take a look at this section of the README: https://codeberg.org/Synchro/kotor-modern-driver-compatibility#replacement-shaders
Tested on
AMD, Intel and NVIDIA hardware, on Windows and on Linux through Proton, across the GOG, Steam and CD releases.
If something looks wrong
`logs/K1DriverCompat.log` in your game folder holds one session and is overwritten each run, so there is only ever one file to send. Setting `log = debug` in the ini before reproducing the problem makes it far more useful.
Thanks
@Lane and @J tested this on cards and I don't own. Nearly everything here is based on how some particular drivers behave, and that is worth nothing until somebody with that hardware runs it and reports back. The faults that turned up that way are ones I had no way of finding on my own. @Lane also wrote the KotOR Patch Manager, which is what this ships for.
LLM Disclosure
This project made use of an LLM during development, in the following capacities:
Brainstorming: exploring possible approaches and design directions Decompilation assistance: help interpreting and structuring reverse-engineered code Code comments: refining and clarifying existing comments Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed.
190 downloads
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Republic Mod Armor Recolored
By dodrarikaan
Republic Mod Armor Recolored
Game: KOTOR 1
Author: Dodrari Kaan
Github: https://github.com/danielstegink/Kotor.RepublicModArmorRecolored
Modifies the Republic Mod Armor on Taris to use the Red/Orange color scheme of the Bonadan Alloy Heavy Suit. This makes it look more like something the Republic troops would wear, and implies that Carth is wearing it in Kotor 2.
Instructions
Copy the contents of the For Override folder into the Override folder.
Compatibility
This mod is compatible with K1R and K1CP.
Permissions
Use this mod however you want. Just make sure to credit me.
Special Thanks
Fred Tetra - Kotor Tool
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
7 downloads
(0 reviews)0 comments
Submitted
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Kudos Pazaak Counter Overflow Fix
By Bekzhan
Fixes an overflow in Kudos's Pazaak progression counter on Tatooine. After the player's 128th win against Kudos, tat_fazzpazzstate overflows to -128. While the counter remains negative, Kudos is effectively stuck in his novice state for the next 128 wins, reverting to his initial dialogue branch, tier-1 deck and stake. Once the counter wraps back to 0, his normal progression starts over from the beginning.
This mod caps the counter at its final meaningful state once Kudos's normal progression is complete. It also restores overflowed negative values to that final state the next time the reset script runs.
Normal progression through the first ten wins is unchanged.
Installation instructions
Copy: k_ptat_paz_rese2.ncs into your game's Override folder.
To uninstall, remove k_ptat_paz_rese2.ncs from the Override folder.
Main features
Prevents tat_fazzpazzstate from overflowing after 128 wins. Preserves Kudos's normal progression through the first ten wins. Freezes the counter at its final meaningful state once progression is complete. Automatically repairs already-overflowed negative counter values when the script next runs. Does not alter Kudos's Pazaak decks, wagers, rewards or game balance.
Compatibility
Compatible with vanilla KotOR, K1R and K1CP. The mod does not alter Pazaak decks, wagers or rewards. It may conflict with another mod that modifies k_ptat_paz_rese2.ncs or deliberately extends tat_fazzpazzstate beyond its vanilla progression.
Tested with tat_fazzpazzstate already overflowed: one final 75-credit game occurred, after which the variable was restored to 10 and subsequent games returned to the permanent high-tier state.
The original bug can be reproduced by playing 128+ games against Kudos or by manipulating tat_fazzpazzstate with KotOR Savegame Editor.
Discovered during an apparently unreasonable amount of legitimate Pazaak grinding.
Notes
Already-overflowed saves: If the counter has already overflowed, one final 75-credit game may occur before the fix takes effect. After that game, the counter is restored to 10 and subsequent games return to Kudos's permanent high-tier deck state.
Vanilla note: In the unmodded PC game, Kudos's permanent high-tier wager is only 50 credits, while his overflowed novice-state wager is 75. As a result, the original overflow can actually be advantageous for credit grinding in vanilla. This fix restores the intended permanent high-tier behavior regardless of wager values and is therefore most beneficial with K1CP (which increases the late-game stake to 500) or other mods that increase Kudos's late-game stake.
18 downloads
(0 reviews)0 comments
Updated
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PFHB02 DP
By Dark Hope
The mod replaces the PFHB02 model and textures.
Thanks to DarthParametric, without him this mod would not have seen the light of day.
To Install
1. Download: PFHB02
2. Copy all files to the Knights of the Old republic's Override folder.
(Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
3. When/if prompted to overwrite files, press okay.
4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
66 downloads
- pfhb02
- darthparametric
- (and 1 more)
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Curved Hilt Ambient Glow Lightsabers
By EwokKotor
Credit:
A Very special Thanks and Credit to Crazy34 for their "New_Lightsaber_Blades_Modder's_Res_v1" on which this mod is based! Full Credit goes to them as the models and textures used to make this mod come directly from their source material! A special thanks again to them for making these resources available to modders.
Check out their mod here:
Also check out their full release of their mod here:
Credit also very much goes to Kaidon Jorn and Sithspectre for their contributions to Crazy 34's mod as well! Without them none of these mods would be possible so please make sure to go check out all of their work also!
Description:
This Mod adds 7 new colored (well 6 colored technically) crooked hilt (think Count Dooku) lightsabers with ambient glow to Kotor 1.
To Install:
First drag all the files from the folder of the color you wish to add into your override folder.
Second if you don't already have an upcrystals.2da in your override folder drag the included .2da file to your override. If you do already have an upcrystals.2da file, add 7 rows to the bottom of your existing .2da file and paste in rows 7-13 from the included .2da into these new rows (make sure to update the row numbers if needed!)
--Note that if you don't update the upcrystals.2da the new lightsabers will appear in game but won't be customizable at a workbench.
Compatibility:
This mod should be fully compatible with Crazy34's mod, as all the lightsabers should be in unused variant slots by his mod. I am unsure about compatibility with other lightsaber mods. I believe it should work without having his mod installed, but this is not verified and again I cannot endorse his mod enough I wouldn't play without it.
Permissions:
As far as I am concerned feel free to use this mod however you see fit! Just please make sure to give due credit!
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Blender Tutorial for texture swapping and ambient lighting coming soon stay tuned!
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Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers.
11 downloads
(0 reviews)0 comments
Submitted
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Albino Kath Hound Armor
By dodrarikaan
Albino Kath Hound Armor
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.AlbinoKathHoundArmor
When you defeat the Albino Kath Hound on Dantooine, it will drop some of its hide as an item. If you bring this to Kni at the Jedi Enclave, he will be able to turn it into a new Force-resistant light armor.
Instructions
Use the TSLPatcher
Compatibility
This mod modifies Kni's dialogue as well as the Albino Kath Hound's inventory on Dantooine. Any mods that modify the same may not be compatible.
This mod adds item texture variations which may overlap with texture variations added by other mods
D4 Light Armor - Texture Variation 20
This mod is compatible with K1R and K1CP.
Permissions
Use this mod however you want. Just make sure to credit me.
Special Thanks
Fred Tetra - Kotor Tool
KobaltBlu - Kotor Scripting Tool
Stoffe - TSLPatcher
tk102 - DLG Editor
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
13 downloads
(0 reviews)0 comments
Updated
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Repair Gloves
By dodrarikaan
Repair Gloves
Game: KOTOR 1
Author: Dodrari Kaan
GitHub: https://github.com/danielstegink/Kotor.RepairGloves
HK-47's quest line requires an extremely high Repair rank to complete, and must be completed before you start the Leviathan arc. With the worst possible build (Soldier/Guardian, minimal Intelligence, no Force Valor or Gearhead feats), it's impossible to get a high enough Repair rank before level 15, which I consider the ideal level for doing Leviathan. To fix this, Karal Kaar on Dantooine now sells a pair of gloves that provide the necessary bonus to Repair.
Instructions
Use the TSLPatcher
Permissions
Use this mod however you want. Just make sure to credit me.
Compatibility
This mod uses TSLPatcher to modify Karal Kaar's inventory on Dantooine. Any mods that modify the same may not be compatible.
This mod is compatible with K1R and K1CP.
Special Thanks
Fred Tetra - Kotor Tool
Stoffe - TSLPatcher
Disclaimer
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
14 downloads
(0 reviews)0 comments
Updated
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SanAndreasKotor
By EwokKotor
Adds playable Sweet, Ryder, and OG Loc to KOTOR 1. Mouths should be weighted for dialogue. Any feedback much appreciated!
Special thanks to huckpie for their permission to use the source files from their San Andreas Guitar Hero World Tour mods on Nexus, as I lacked the assets and tools to port the vanilla San Andreas Files into Blender. Go check out their mods on Nexus!
Planning on releasing Big Smoke later potentially with voiced lines for the Player character, although right now experiencing some trouble with audio breaking the game at certain points but stay tuned! If not will at the least release the model.
13 downloads
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Lightsaber on endar spire
By Kalendarzak
Description:
When i was playing ,,Drop Those Lightsaber'' mod it doesn't have two items, vibration cell and simulant, only lightsaber, i was little pissed of because i needed upgrade for vibroblade. So i create this mod to add lightsabers and vibration cell
This is my first mod so pls tell how was it and is it working. When i tested it, it was working.
HolocronToolset was only used
Installation instructions:
Just drop files from ,,Override'' to Kotor 1 Override
Main features:
The mod ads two lightsaber in endar spire, one red lightsaber and one blue lightsaber, with vibration cell (this upgrade to vibroblade) and simulant. You can get this items from this jedi and sith that are fighting in endar spire.
Requirements:
If your mods don't change anything with jedi and sith on endar spire than it should work
Shout outs:
The original creator and helper of mod that my mod was based on (Drop Those Lightsabers) is ChilledTwo, ebmar and Mellowtron11.
63 downloads
(0 reviews)0 comments
Submitted
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Harder malak fight on leviathan
By Kalendarzak
Description
This mod gives stats to malak like he was in star forge but in leviathan, by that im mean that if he have 29 strenght in star forge than he have 29 strenght in leviathan, Its all the same stats like in star forge except Force points
Installation instructions
Just put files from Override in this mod to Override in kotor 1 main directory
Requirements
Be good
Shout outs
The mod was inspired by mod called ,,Shem Improved Malak'' by Shem
14 downloads
(0 reviews)0 comments
Submitted
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Harder fight with Saul
By Kalendarzak
Description
The mod increase stats of enemy's in Leviathan
Installation instructions
Just drop files from Override from this mod to Override that is from Kotor 1 main directory
Main features
The mod increase stats of Saul, Dark jedi and Saul Guard
Shout outs
The mod was inspired on mod called ,,Shem's Improved Malak'' by ,,Shem''
19 downloads
(0 reviews)0 comments
Submitted
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Trask as a jedi
By Kalendarzak
Description
In endar spire instead of having trask you are having a Jedi Guardian with same voice and dialogs only like him
Installation instructions
Put files from Override from this mod to Override in kotor 1 main directory
12 downloads
(0 reviews)0 comments
Submitted
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KOTOR1-Engine-Fixes
By VexFlint
KOTOR 1 engine fixes — grass rendering, two crashes, and game speed
Hey all. I've been poking at swkotor.exe for a while and ended up finding a handful of engine bugs worth sharing. The patches are now merged into the KotOR Patch Manager, so they're available to anyone.
Quick note on me: I'm not a reverse engineering person by trade, I'm a student. Most of this came from trial and error — build a patched exe, play it, watch it break, go back and try again. All the function names I was working from come from Lane's KOTOR 1 reverse engineering project, and without those this would have been impossible.
The grass one
If you've ever turned Grass off in the graphics options because it looked like this — long streaks and beams flying across the sky, especially on Dantooine — that was a bug, not your hardware.
RenderGrassPolys draws grass through one of three code paths depending on what your graphics driver supports. Two of those three hand OpenGL the wrong pointer: instead of the buffer holding the grass blade positions, they pass the address of a field that's never filled in. So the game reads whatever happens to be sitting in memory there and treats it as the coordinates of the grass. Hence the streaks.
The third path — the one used when your driver reports GL_ATI_fragment_shader — does it correctly. That's why this was never widely reported: plenty of setups take the good path and never see a problem. If your machine takes one of the others, grass has been broken for you this whole time. In at least one case it was because KOTOR 1 was running on integrated graphics rather than the dedicated GPU.
Lane confirmed this independently by forcing his own game down the broken path and reproducing it exactly.
There were two more issues in the same function: a memory leak of OpenGL state that broke lighting on things drawn after grass, and a double free of the grass buffer that was corrupting the heap. Both fixed.
The crashes
Two 0xC0000005 crashes, both from the same underlying problem. The renderer keeps three lists sized for exactly 5000 textures and looks things up in them using the ID number the graphics driver assigns. Those numbers keep climbing as you change areas — the driver doesn't reuse them — so after enough loading the game indexes past the end of the list and writes into memory that isn't its own.
More likely on heavily modded installs. Both spots are now bounds-checked.
Worth being clear: this stops the crash, it doesn't raise the 5000 limit. Textures past that point are skipped instead of drawn. A proper fix is possible but needs more work.
Game speed
KOTOR ties simulation speed to framerate, so on a modern machine it runs fast. The engine already contains a frame limiter, but the value that switches it on defaults to zero, so it never runs. Setting it makes the game pace itself using its own code — no driver cap or 60Hz monitor mode needed.
This is also why the post-combat movement freeze gets rarer with a cap. The direct fix for that is J's Post-Combat Movement Fix, separately available in KPM.
How to get it
Through the KotOR Patch Manager (recommended) — three patches, now merged upstream:
Texture Bucket Memory Safety — the two crash fixes Grass Buffer Double Free Grass Rendering Fix KPM injects at runtime, so your executable isn't modified and you can turn individual fixes on and off.
Or a standalone script if you'd rather patch the exe directly — it also includes the frame cap and the 4GB flag, writes a backup first, and has a --revert that restores the original bytes exactly. Link in my signature.
Either way: this needs the KOTOR Editable Executable from here on DeadlyStream if you're on Steam, since the shipped exe is encrypted. GOG's is usually fine already. The script checks and refuses anything it doesn't recognise.
Turn Grass back on once it's applied. That's the point.
Compatibility
No game content is touched, only the executable — so Community Patch, mod builds, texture packs and so on are all unaffected. Widescreen (UniWS) and the HR menu patch are fine too; apply those first and this last.
Tested on the standard PC v1.03 / editable-exe layout with a ~180 mod build (the Spoiler-Free build from the neocities guide) on AMD hardware. Should apply to GOG as well — that build is the same apart from a signature — but I haven't tested it there myself.
Credits
Lane's KOTOR 1 (GoG) reverse engineering work supplied every function name I used. Finding a bug in RenderGrassPolys is only possible once something tells you that's what the function is called. He also reviewed the patches and caught two real mistakes in my first attempt — one of which was silently breaking shadows.
Synchro is working on a much broader fix in the same area, porting the old ATI-specific shader paths to modern ARB equivalents, which fixes cubemaps, bump maps and more besides. Worth watching — it addresses the root of why so much of this game renders oddly on current hardware.
Thanks also to J, Vriff and JC in the OpenKotOR Discord for the testing and the sanity checks.
Happy to answer questions. If you've had grass turned off for years, give it a try.
kotor_patch.py
141 downloads
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Playable Ewok with 2 Hand Animations
By EwokKotor
This is a total overhaul of my previous Ewok Mod using the method I used on my Jawa mod so that the Ewok now has 2 handed weapon animations. Aware of small glitch where because Ewok is too fat 2h lightsaber clips through model slightly. Can be fixed easily probably will later.
This Kotor 1 mod adds a playable custom ewok mdl that can be placed into the override folder to replace some npcs or used in conjunction with KSE as a playable character with combat animations. No 2 hand mele combat animations at this time.
This .Zip file contains a ReadMe.txt a brief tutorial.txt on how to recreate the mod process, the custom .tga files for the textures, and finally the custom .mdl and .mdx files that can be dropped into override following the instructions in the ReadMe file. I also included a link to how to recreate the process incase anyone is interested.
Disclaimer: This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers
14 downloads
(0 reviews)0 comments
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File Reviews
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I suppose the original would have fit if we were like.... ten or something XD Much better!
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SO convenient! Now we don't have to click on absolutely everything to get those pesky items XD
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I have to admit, this made me drool a little XD For so long, I just wanted a fair game of chance and you did it! No more nerfing NPC decks needed. When the AI went first, I squealed with delight!
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Really helped to improve the atmosphere in this section! It really felt like a lived-in area.
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Adding the K2 animation gives the races a little more "oomph!". Love this!
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Gat4 1
It's *really* good. It will cover all you lekku needs
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I'm really thrilled. Originally, to make these modifications, you had to download a lot of texture packs and apply various patches—and in the correct order, too. With this patch, it's much more convenient, and it works without a hitch.
I'd also recommend these two texture mods to round out the result.
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An absolute must have.
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Finally fixed that atrocious dialogue bug that came from ultra-wide displays! You are my hero!
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RaymanGT 14
Thanks, this made testing out all the different GUIs like Pazaak for my KOTOR Modern Restoration Patch (KMRP) easy
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AT LAST SOMEONE HAS DONE IT, AND IT WORKS! Thanks so much man, this was the missing piece of K1 high resolution.
As a modder myself I've noticed something weird with custom maps (not the vanilla ones), for example the Sith academy on Korriban with the restored rooms. It seems like the map appears inconsistently relative to the character's location. You can see on this picture that even after moving from the waypoint to the current location, the map is still non-existent. It isn't a big issue as if you wait a little the map appears almost correctly, but I thought it was worth mentioning in case you'd care enough to try and fix it.
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The best Juhani reskin out there easily 5/5
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There’s now a good selection of Juhani reskins and remodels, and I have to say that this one is the best so far.
However, I do have one criticism regarding the texture. It lacks detail. While this works fine if you’re playing Kotor with vanilla textures, it looks too flat next to all the HD skins.
A more refined texture—one that shows the individual hairs in the fur or something similar—would earn 5 stars from me.
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muahwii 0
this is nice but break immersion as he drops his battle armor on death and he docent wear it with this mod
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Words cannot describe how excited I was to see this mod. I'd been trying to made some HD twi'lek heads, and then this was posted like the answer to a prayer. No issues installing, and everything is running well in-game! The heads look great.
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